Creating Magic Items?


Homebrew and House Rules


I was wondering how other GMs handled item creation. From the way I read you can create a wondrous item with the same power as a ring(and other things). Ring of Wizardry or Amulet of Wizardy or bracers of wizardry? If so I don't understand why you would have to be a higher level to create a ring. Wondrous Items fill so many slots, to the point where I'm thinking of putting the neck slot(Amulet,Neckless,etc.) as forge ring.

Also what limitations do you put on item creation with how many powers you can put in 1 magic item. Weapons and Armor have limits and as you get into higher levels magic items become more regular. The Core Rulebook uses the example of adding invisibility to a ring of protection. I understand you have to have the funds for creating the item, but I dont want someone just piling up powers on select items freeing up other slots with what you find. But if its allowed in the rules I'd like to allow it. Hopefully I'm missing something like 'you must add caster level of items together and meet caster level to combine affects'.


Personally, I don't use magic items at all, but that doesn't really help you.

Yes, you can create a wondrous item with the same power as a ring, but it costs quite a bit more to have an "off-slot" item like that.

As for how many properties fit in one item, no, there's no limit. The limit is cost, which is way more of a limit than you're giving it credit for.

In a game with magic items (and this is a major reason I don't want them), wealth should be a carefully measured commodity. The players need to get certain amounts--if you're handing out so much that they're able to make offslot items with dozens of properties, you're giving out too much gold.

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mplindustries wrote:

Personally, I don't use magic items at all, but that doesn't really help you.

Yes, you can create a wondrous item with the same power as a ring, but it costs quite a bit more to have an "off-slot" item like that.

As for how many properties fit in one item, no, there's no limit. The limit is cost, which is way more of a limit than you're giving it credit for.

In a game with magic items (and this is a major reason I don't want them), wealth should be a carefully measured commodity. The players need to get certain amounts--if you're handing out so much that they're able to make offslot items with dozens of properties, you're giving out too much gold.

Love to hear how you play without using magic items.

Can you point towards a Pathfinder reference stating that certain abilities are "slotted?"


mplindustries wrote:
Yes, you can create a wondrous item with the same power as a ring, but it costs quite a bit more to have an "off-slot" item like that.

Please give a reference for that statement.


Zahir ibn Mahmoud ibn Jothan wrote:
Can you point towards a Pathfinder reference stating that certain abilities are "slotted?"
Blueluck wrote:
Please give a reference for that statement.

Er, no!

Ok, so I may have mixed up the idea of slotted items with the fact that slotless items cost more. Like I said, I don't use magic items. ;)

Zahir ibn Mahmoud ibn Jothan wrote:
Love to hear how you play without using magic items.

I'm not really sure what you're talking about. I just don't include them. I generally downplay things that require magical weapons (I dump most DR x/Magic and x/Alignment, but keep and even make more prevalent Silver, Cold Iron, and Adamantine), and I create alternate ways to damage incorporeal enemies. CR kind of goes out the window, but CR is already barely helpful.

I've done this in every edition of D&D, actually, from 2nd on. The extreme difficulty I had with removing magic items in a way that was mathetmatically aesthetically pleasing to me was a major reason I don't care for 4e.


Gebby wrote:
From the way I read you can create a wondrous item with the same power as a ring(and other things). Ring of Wizardry or Amulet of Wizardy or bracers of wizardry?

Yes, that is correct.

.

Gebby wrote:
If so I don't understand why you would have to be a higher level to create a ring. Wondrous Items fill so many slots, to the point where I'm thinking of putting the neck slot (Amulet, Neckless, etc.) as forge ring.

It's an old rule, that had reasons once upon a time, but is now rather silly.

.

Gebby wrote:
Also what limitations do you put on item creation with how many powers you can put in 1 magic item.

I don't limit it. Because it costs extra to put two powers onto a single item, there's no advantage to doing so until a character has filled every available slot. That's unlikely to happen unless the character is very high level, has been given too much wealth, or is being very inefficient in selecting magic items.

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Gebby wrote:
I dont want someone just piling up powers on select items. . .

Why? If a player is willing to pay a 50% premium for a power, why shouldn't they be allowed to fit it in?

.

There are a lot of ways to handle treasure, wealth, and magic items. It's one of the most house-ruled areas of the game. But, once you look past all of the less important variables like item availability, creation, upgrading, etc., the main limitation oh how much item-power the party wields is how much wealth they are given.

Rule #1 - Everyone should be having fun!
Rule #2 - Everyone should be having fun!
Rule #3 - However much power you give the characters (through attributes, wealth, optional rules, house rules, dice fudging, un-clever enemies, or any other route) give them opposition that is enjoyably challenging.

The best advice I can give you on the subject is this - Read your player's character sheets. Know what each character has, and how much it's worth. Compare each character's total to the other characters' and do what you an to make them roughly even. Then, compare that total to the expected "Wealth By Level" to see if it's exceptionally high or low.


mplindustries wrote:
Zahir ibn Mahmoud ibn Jothan wrote:
Can you point towards a Pathfinder reference stating that certain abilities are "slotted?"
Blueluck wrote:
Please give a reference for that statement.

Er, no!

Ok, so I may have mixed up the idea of slotted items with the fact that slotless items cost more. Like I said, I don't use magic items. ;)

No worries mate! There was a rule for that in 3.0 & 3.5, and I frequently hear people act like there still is.

Zahir ibn Mahmoud ibn Jothan wrote:
I just don't include them. I generally downplay things that require magical weapons (I dump most DR x/Magic and x/Alignment, but keep and even make more prevalent Silver, Cold Iron, and Adamantine), and I create alternate ways to damage incorporeal enemies. CR kind of goes out the window, but CR is already barely helpful.

I did something similar for a home-made setting I used to run. I wanted a more gritty, dark ages, Beowolf, Conan the Barbarian feel, rather than high fantasy, European Renaissance, usually embodied by D&D. It worked quite well!


Its not out of hand yet, I've just never taken anything beyond 12th level and now were pushing past 15th.


When I DM I generally don't allow the "cross-creation" of items at all. In my campaigns, you will encounter three types of items: 1) Items that have to be there to drive the storyline, 2) items which you find in treasure (which are always determined by dice randomization) and 3) items party members make for themselves and each other.
I also make players pay full base price for most items they create, except for potions and scrolls which are still made at "cost". I allow anyone with Brew Potion to make the "Elixir" items in the Wondrous Item list, and in general I try to allow armor-like Wondrous Items (i.e. boots, bracers, etc) to be made by people with the Craft Magical Arms and Armor feat. Craft Wondrous Item is by far the most useful of the item creation feats, so making some of the other ones more attractive doesn't hurt, in my opinion.

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